Quake: Ray Traced

GitHub now offers Quake: Ray Traced, a modified version of the Quake source code, adding a path tracing renderer to the classic first-person shooter. Eurogamer offers a trailer showing off how this looks with comparisons to the original game. Word is: "Beyond image reconstruction, gamers actually get two different RT implementations with this mod - a 'classic' option that looks more like the original game with some very nice ray-traced upgrades, alongside a full path-tracer, radically transforming the aesthetic of the game." Here's more:
The classic renderer uses ray tracing for all the primary rendering of geometry, but the lighting is still processed through texture-based light maps like the original game, meaning you get similar lighting and ambience, with some intriguing RT effects: water surfaces are completely different, with RT reflections that show the full surroundings. You also get RT-specific view distortion effects when under water too. A really nice upgrade comes from the teleporters, which now show you the area you'll arrive in when you travel through, Portal-style.

The path-traced option offers a more radical transformation by leveraging path tracing for all of the game's lighting, full replacing light maps and the other tricks Quake used to simulate the look of light back in 1996. Indoor scenes are lit by torches and other small light sources, casting dynamic shadows from appropriate objects. As a part of this system, all muzzle flashes from gunfire cast light and shadows as well, leading to some pretty awesome moments in the dark, reminiscent of Doom 3. One of my favourite RT elements is the lightning gun, which casts light all along the surface of the lighting trail as it leaves the weapon's muzzle.
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12.
 
Re: Quake: Ray Traced
Nov 28, 2022, 03:06
12.
Re: Quake: Ray Traced Nov 28, 2022, 03:06
Nov 28, 2022, 03:06
 
Let's make a very old game -- that looks very very shit today -- look a little less shit! Caveat: It'll still look absolute shit.
11.
 
Re: Quake: Ray Traced
Nov 27, 2022, 11:04
11.
Re: Quake: Ray Traced Nov 27, 2022, 11:04
Nov 27, 2022, 11:04
 
I actually didn't get very far playing Quake 2 RTX. Was never a big fan of the weapon physics in Q2.

I fired this up last night and it was quite the eye candy. FYI: I did not bother with installing the DLSS DLL. It's not necessary. Looks gorgeous with the default AMD FSR filter.

Love the way the water looks, and the lighting makes for a much scarier game. I burned through the first two map sectors last night on hard. Man, you can't miss the Ogre's grenades, they burn like magnesium flares.

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10.
 
Re: Quake: Ray Traced
Nov 27, 2022, 10:25
10.
Re: Quake: Ray Traced Nov 27, 2022, 10:25
Nov 27, 2022, 10:25
 
jdreyer wrote on Nov 26, 2022, 19:17:
Caslon wrote on Nov 26, 2022, 13:27:
Much prefer Quake 2. Quake1 a little too gothic castle old.
Same.

They both have their charms but I find myself going back to Quake 1 and it's weirdness more.
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9.
 
Re: Quake: Ray Traced
Nov 26, 2022, 19:17
9.
Re: Quake: Ray Traced Nov 26, 2022, 19:17
Nov 26, 2022, 19:17
 
Caslon wrote on Nov 26, 2022, 13:27:
Much prefer Quake 2. Quake1 a little too gothic castle old.
Same.
If Russia stops fighting, the war ends. If Ukraine stops fighting, Ukraine ends. Slava Ukraini!
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8.
 
Re: Quake: Ray Traced
Nov 26, 2022, 16:59
Wolfen
 
8.
Re: Quake: Ray Traced Nov 26, 2022, 16:59
Nov 26, 2022, 16:59
 Wolfen
 
Huh...This has been around for a couple of months if I recall. It's actually why I started making Q1 maps again haha. Then I realized there were some broken things. So I just moved on to standard vquake haha.
7.
 
Re: Q
Nov 26, 2022, 16:35
Jivaro
 
7.
Re: Q Nov 26, 2022, 16:35
Nov 26, 2022, 16:35
 Jivaro
 
BigVlad wrote on Nov 26, 2022, 15:27:
phinn wrote on Nov 26, 2022, 13:47:
Q2 has always been my least favorite Quake. Always felt like generic sci-fi to me, dislike the weapons, goofy looking enemy animtions, level design, etc.

Unmodded, I would agree. I much preferred the Lovecraftian aesthetic of the original. But Quake 2 mods were on another level compared to Quake. A lot of the great Quake mods saw significant upgrades with their Quake 2 versions.

The gameplay mechanics and feel were what I preferred in Q2. I loved Q1, but I dropped it OVERNIGHT for Q2...and I remember why. In multiplayer I first fired the rocket launcher, then I fired the rail gun, and by the time I tried the shotgun I was like "Q1 who?". When the Rocket Arena mod for Q2 came out, I don't think I played anything else until Q3Test was released. Q3 was fun, but it wasn't the evolution of Quake that I wanted, so I went back to Q2. It's actually one of the things I really grew to appreciate about the Unreal Tournament games...the consistency of the "feel" from iteration to iteration that I feel Quake never really had.
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6.
 
Re: Quake: Ray Traced
Nov 26, 2022, 15:45
6.
Re: Quake: Ray Traced Nov 26, 2022, 15:45
Nov 26, 2022, 15:45
 
The developer moves on pretty quickly to his next project.
The good news is this plays well with the old official expansions too.
The newer ones: I did have a crash in Dopa on a level change but it was a fair way in.
I don't own the Nightdive version so I can't speak for the other new episode in that.
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5.
 
Re: Q
Nov 26, 2022, 15:27
5.
Re: Q Nov 26, 2022, 15:27
Nov 26, 2022, 15:27
 
phinn wrote on Nov 26, 2022, 13:47:
Q2 has always been my least favorite Quake. Always felt like generic sci-fi to me, dislike the weapons, goofy looking enemy animtions, level design, etc.

Unmodded, I would agree. I much preferred the Lovecraftian aesthetic of the original. But Quake 2 mods were on another level compared to Quake. A lot of the great Quake mods saw significant upgrades with their Quake 2 versions.
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4.
 
Q
Nov 26, 2022, 13:47
4.
Q Nov 26, 2022, 13:47
Nov 26, 2022, 13:47
 
Jivaro wrote on Nov 26, 2022, 13:44:
As a proof of concept this is great. Why did they pick the Vulkan API for it tho? Anybody know the answer? I mean, that feels like the least used version of the game.

Yea several reasons. Vulkan is open source, runs the fastest, works with the DLSS dll file, vkQuake was already the most performant Quake engine to use as a base with all the QSS goodies built in. But most importantly, Vulkan has API support for hardware ray tracing: https://www.khronos.org/blog/ray-tracing-in-vulkan

Caslon wrote on Nov 26, 2022, 13:27:
Much prefer Quake 2. Quake1 a little too gothic castle old.

Interesting, Q2 has always been my least favorite Quake. Always felt like generic sci-fi to me, dislike the weapons, goofy looking enemy animtions, level design, etc. I absolutely love Q1 though with how groundbreaking it was at release, Lovecraftian art style (only Bloodborne exceeds it for games in this style), the awesome Trent Reznor OST, QuakeWorld, projects like Arcane Dimensions, I could go on and on.
3.
 
Re: Quake: Ray Traced
Nov 26, 2022, 13:44
Jivaro
 
3.
Re: Quake: Ray Traced Nov 26, 2022, 13:44
Nov 26, 2022, 13:44
 Jivaro
 
As a proof of concept this is great. Why did they pick the Vulkan API for it tho? Anybody know the answer? I mean, that feels like the least used version of the game.
Avatar 55841
2.
 
Re: Quake: Ray Traced
Nov 26, 2022, 13:27
2.
Re: Quake: Ray Traced Nov 26, 2022, 13:27
Nov 26, 2022, 13:27
 
Much prefer Quake 2. Quake1 a little too gothic castle old.
1.
 
Re: Quake: Ray Traced
Nov 26, 2022, 12:36
1.
Re: Quake: Ray Traced Nov 26, 2022, 12:36
Nov 26, 2022, 12:36
 
This came out like 2 months ago and the developer hasn't touched it since. Really cool though, I messed with it quite a bit. Same dev that did Doom RT and Serious Sam RT and he based it off the vkQuake source.
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